1.0.0-preview.7 #
Fixed
Changed
Fixed
VirtualMouseInput
not moving the software cursor when set toHardwareCursorIsAvailable
but not having a hardware cursor ()- Can now override built-in Android gamepad layouts. Previously, the input system would always choose its default defaults even after registering more specific layouts using
InputSystem.RegisterLayout
. InputControlPath.TryGetControlLayout
no longer throwsNotImplementedException
for<Mouse>/scroll/x
and similar paths where the layout is modifying a control it inherited from its base layout (thread).- Fixed compilation errors when disabling built-in VR and XR modules. (case 1214248).
- Fixed compilation errors when disabling built-in Physics and Physics2D modules. (case 1191392).
- No longer throws
NotImplementedException
when matching against a field ofInputDeviceDescription.capabilities
when the value of the field used scientific notation. - No longer incorrectly matches fields of
InputDeviceDescription.capabilities
by prefix only (i.e. previously it would find the field "foo" when actually looking for "foobar"). - Input device debugger window slowing editor to a crawl when opened on PS4 DualShock controller.
InputUser.UnpairDevices()
corrupting user device list.
Actions
- Controls are now re-resolved after adding or removing bindings from actions (case 1218544).
- Can now have spaces and special characters in action names when using
PlayerInput
with theSendMessages
orBroadcastMessages
behavior. Previously, an incorrect method name was generated (fix contributed by BHSPitMonkey in #1022; case 1214519). - Adding a new action now sets
expectedControlType
toButton
as expected (case 1221015). - Player joins with
PlayerInputManager
from button presses no longer fail if there are multiple devices of the same type present and the join was not on the first gamepad (case 226920). PlayerInputEditor
no longer leads to the player'sInputActionAsset
mistakenly getting replaced with a clone when the inspector is open on aPlayerInput
component (case 1228636).- The control picker in the .inputactions editor will no longer incorrectly filter out layouts such as
Xbox One Gamepad (on XB1)
when using them in control schemes. Also, it will no longer filter out controls from base layouts (such asGamepad
) (case 1219415). RebindOperation
s will no longer pick controls right away that are already actuated above the magnitude threshold when the operation starts. Instead, these controls will have to change their actuation from their initial level such that they cross the magnitude threshold configured in the operation (case 1215784).- Newly added actions and action maps are now scrolled to when there are more items than fit into view. Previously newly added item was appended but outside of the visible area.
- Actions and bindings in the
.inputactions
editor are no longer force-expanded on every domain reload and whenever a new action or binding is added. - The importer for
.inputactions
assets will now check out from version control the generated .cs file when overwriting it – which only happens if the contents differ (case 1222972). - The editor for
.inputactions
assets will now check out from version control the asset before saving it. - Drag-reordering action maps no longer throws "Should have drop target" asserts in the console (case 1229146).
- Drag-reordering actions no longer changes action IDs of some of the existing actions (case 1231233).
- References to
InputActionReference
objects created by the importer for.inputactions
files are no longer broken when the action referenced by the object is renamed (case 1229145).- NOTE: This fix does not apply to existing
InputActionReference
instances. The problem was inherent in the internal file IDs generated for actions – which were affected by action and map names. Thus, changing the name of an action or map would change the resulting file ID of theInputActionReference
.
However, changing file IDs will break any existing reference to the object. Thus we had to preserve the existingInputActionReference
objects under their original file ID. We hide them in the Project Browser, however. The ones that are visible now have the new, fixed file IDs.
To switch existingInputActionReference
properties to the new file IDs, simply replace them with the newly createdInputActionReference
.
- NOTE: This fix does not apply to existing
Changed
InputDevice.all
has been deprecated due to the confusion it creates with other getters likeGamepad.all
. UseInputSystem.devices
instead (case 1231216).- In the same vein, we added a new
Joystick.all
getter that works the same asGamepad.all
.
- In the same vein, we added a new
- Changed UI Package to be optional dependency. Removing the package will now disable all UI relevant Input code.